This is the OOC thread for 4 goblins, whose unlikely heroism has brought them to 2nd level. Bucko, Klepy, Tark and Velag have become big heroes, and will now make the world suitable for rule by the mightiest race in all Golarion. None dare stand in their way!

Pretty much RAW. If it's in any shiny hardcover book with "Pathfinder Roleplaying Game" at the top, and the words "Ultimate," "Guide," or "Rulebook" at the bottom, it's okay to use here.

The "Inner Sea World Guide" and "Goblins of Golarion" may also be used for items, feats, PrCs, etc.

Other sources may be permitted on a test-case basis. I reserve the right to change things I don't like, but I'll discuss it with you first, and try to reach a solution that works for everyone.

I'm not using a published adventure. This is completely pulled out of my @$$, so comments, criticisms and suggestions are welcomed.

Cool Points:

These are like hero points, sorta. If you do something I think is cool, be it heroic, theatrical, clever, or just funny, you get a cool point. Stupid or unfortunate actions don't get cool points. This is to encourage your inner goblin to work and play hard.

A cool point means that once you have it, you may, at any time, reroll one failed or otherwise unsatisfactory dice roll of your choosing.

You can't have more than one cool point at a time, so you can't save them up. If you level without using a cool point, you lose it.

GM Goblin King's style of play:

As you know, I roll real dice right here by the computer. I just like it that way. It lets me have more conversational, flowing posts if they're not punctuated with a lot of dice brackets and such. I do make critically important rolls ("This could kill Klepy!") with the dice roller, just so you know I really am being impartial.

XP:
You can expect to level up very quickly, probably faster than the fast xp track, until we're around 6th or 7th level. Then, it'll be normal fast progression. I'm eager to see what higher-level goblin play will be like, and we've all played low levels more than any others...

As goblins, you'll eat just about anything, and can survive briefly even by drinking salt water. In normal, non-barren environments, you don't have to carry rations or count it towards encumbrance. It is assumed that you can eat what you kill, and carry around pieces of it for snacks on the road. Without that, you can eat bugs, toadstools, or even (yuck!) vegetable matter and get by just fine. Water is plentiful in your area, but may be a problem in some environments.
Goblins prefer to cook their food (with lots of salt), but can eat it raw with no ill effects.

Your village has about 40 adults, and a like number of children. There are about a dozen goblin dogs around, on average.

Chief Gutwad is the undisputed boss, with a few other characters forming his inner circle.

Gakk is an old adept, and well-liked, for a goblin. Slorb is Gutwad's rep and right hand. Taki is a sorceress, and Gupy Wartbits even has a level of rogue. Klod of Zarongel is the ruling priest/spiritual leader of the local tribe.

There are 10 warriors, 5 barbarians and 2 rangers who form hunting and patrolling parties, and are out and about much of the time. There are 13 experts who spend their time making goblin arms and armor from captured and scavenged metal (no mining going on around here, which is good, since reforged human metal is usually better than what goblins can make from scratch). There are also 2 clerics, a witch, 2 oracles, and a sprinkling of commoners in the group.

The Licktoads are known for making dogslicers that don't break on a 1. They sell for 3-5 times as much as average dogslicers, but aren't considered masterwork, though they can make those, too, for any who can pay. A typical Licktoad weapon has a small image of a toad at the base of the blade, or sometimes on the pommel. Taki (and past Licktoad sorcerers) uses her personal toad rune to arcane mark the weapons.

Gutwad is all about trade, and he's good at it. Trinkets and magic items from the Thistletops near the city, various foods and dry goods from the Mosswood and Birdcruncher tribes, and even salt and pickled veggies from the Windwhisper and Breakbag tribes far to the south in the mushfens get traded for Licktoad steel.

Rumor has it that he's made a nice fortune, but he's smart enough to share a little wealth now and then to keep potential challengers to the teeter chair at bay. He has, in the past, fought to defend the tribe from the bigger dangers that turn up, along with his goblin dog, Toothy. Everybody knows he's tougher than he looks, and an order from Gutwad gets carried out, or else.

There's absolutely no rush. I know Shanosuke's busy with school and while it pains me to admit it, doing well in school is marginally more important than playing PbP games. You all have lives to live, so once you have the time and are sure your characters are all 2nd-levelized, join me in the new, thrilling, all-goblins-all-the-time game of the century here.

Took a rank in ride, as requested, so I can make with the wolf-rider (as a class skill with racial bonus that comes off dex, I'm pretty darned good at it.. I must say, I really wish I had a second domain, I would totally do Fur and bond the mount.

Spent 300gp on the wolf (with kit), as requested. If they're fully combat trained does that mean they all have light armour proficiency (or just Tark's because of his cavvy nature)? If they do, I'll cough up a bit of coin to buy the thing some barding.

Beyond that, masterworked the studded to lose the armour check, and bought some picture-scrolls. (Will trade one of them for barding, if needed).

@ Velag: Sure. Other than Tark, you seem the most likely to ride into combat, and I did say it was trained, so barding would be suitable. You'd be the natural choice for the healy-stick. I don't think anyone would object.

@ Velag: Sure. Other than Tark, you seem the most likely to ride into combat, and I did say it was trained, so barding would be suitable. You'd be the natural choice for the healy-stick. I don't think anyone would object.

Why are we talking about killing Klepy? He has valuable information for you all

Rules for Scent:
Scent(Ex) This special quality allows a creature to detect
approaching enemies, sniff out hidden foes, and track by
sense of smell. Creatures with the scent ability can identify
familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by
sense of smell. If the opponent is upwind, the range
increases to 60 feet; if downwind, it drops to 15 feet.
Strong scents, such as smoke or rotting garbage, can be
detected at twice the ranges noted above. Overpowering
scents, such as skunk musk or troglodyte stench, can be
detected at triple normal range.
When a creature detects a scent, the exact location of
the source is not revealed—only its presence somewhere
within range. The creature can take a move action to note
the direction of the scent. When the creature is within 5
feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by
smell, making a Wisdom (or Survival) check to find or
follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC
increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age
of the trail. For each hour that the trail is cold, the DC
increases by 2. The ability otherwise follows the rules for
the Survival skill. Creatures tracking by scent ignore the
effects of surface conditions and poor visibility.
Format: scent; Location: Senses.
Spell-Like Abilities (Sp) Spell-like abilities are magical

Okay, in answer to your question about what we should do, I want some interaction with standard people. Not necessarily the friendly kind either. I wanna exercise my abilities as a theif. Also, I think it would be neat to go on some grand misadventure to recover a powerful artifact that we over heard a bunch of humies talkin about finding to save something or another. We go to beat them to it and we accidentally save the world instead. Just an idea is all.

Hrmm... what are Tark's ambitions. That is a good question. I generally believe that goblins probably don't plan anything much more that 1 week in advance.

Tark wants to find adversaries that are worthy of being flattened by him. Although Tark is beginning to think that his stories of everything he flattens are often falling on deaf ears. Tark has decided that he will not longer flatten skulls of the creatures he kills. He will remove the heads and bring them back to the village where he can flatten them for all to see.

Tark's ambition, is simply to bring back as many worthy skulls as he can.

His goblin chums have also become more capable, so now he will have to try harder to show is physical and combat superiority over them. They also ride mounts... so as well, Tark must prove that he is the mightiest wolf rider that the village has ever seen.

Tark also believes that having mushy with Gupy will also greatly help his hero status, so he will bring her back presents (skulls that he will flatten in her name) in a hope of getting her into his pile of straw.

Actually, Murch, it may be time to replace our inquisitor. He hasn't posted in several days here, though he has been posting in other threads. Perhaps me splitting the party made him unhappy.

I thought it would be fun to do that, given the status of the tribe, and let each character show off a bit, but I see my mistake now.

The party could use another divine character, so another inquisitor, or cleric, etc., would be ideal. I thought "Poog of Zarongel" from the WBG adventure was a really fun and thematic character, but it doesn't have to be that. If you want to make Murch someone with some healing ability of some sort, give us a sample or two. 1000 gp, level 2, above stats ^, and we'll go from there.

Next time the party splits, it will be their choice, not mine. My apologies to Velag if I made him angry or bored.

The gobbies will soon be expanding their world and their reach, and I hope to make it as fun and challenging as I can.

@ Tark: Love it! Tark will have lots of chances to prove that he's awesome. There will be skulls a-plenty. He already knows the most important thing about leading: It's all about looking the part! LOL!

With regards to the trainees that are assigned to Tark, their training consists of:
- Tark talking about all the things he has flattened.
- Tark talking about the things that made him angry and ended up getting flattened.
- Tark talking about how awesome Fangz is, being the best wolf in the village.
- Tark talking about how some day he will get to mushy with Gupy.
- When they do encounter anything, they will watch as Tark charges off wrecklessly and attacks it by himself.

Although the trainees learn nothing practical from Tark, they do learn how mighty he is.

Velag's plans are to use sneaksie-powers to infiltrate a stoopid, nasty human town (like Sandpoint, since it's so close and all), find the nasty-writtin-using people, judge them, eat their words to get smart, and then eat them 'cause they tastee-good. As a book eater, he knows words have power, and so eating more will make him way more powerfuller. (Him know big words like that because him eatses them)

His long-term plans, however, is to get away from the Licktoads and start the Bookeater tribe -- where he would be both chief and high priest -- which would be a tribe dedicated to the glory of Norgober -- and of Velag (the order on that isn't fixed yet).

Also, he's constantly getting feelings from the gods as to what they want him to do... but that might be indigestion -- dwarves are stubborn, even when they're in your stomach.

However, to this end, he'll be trying to convert his newbie (who he has renamed "Badbait" for obvious reasons and is telling everyone else to call him that too) to the path of the gods and tricksiness -- and will sprinkle small bits of shredded paper into his food to get him ready.

I don't see any problem with the characters' goals. It won't happen fast, but you'll get a chance at this stuff w/ a few levels under your belts.

I'm not aware of any PbPs that have gone from 1-20, but it's not impossible. It'll just take a long time, particularly at high levels, where you've got lots of items/spells/options. The good part is you've got plenty of time to go over things before you decide what to do. The hard part is doing it without a grid.

I use a little grid for this game, so it's just a matter of "I'll move here and do X." Unless it's a big distance, you can usually do it.

I was going to go "Holy Crap, Klepy's got +21 to stealth! That's more than the bonus for being invisible while moving!", but then I noticed that Velag has +19 - and that's at -1 for the buckler, which I can unequip. :)

Can you give me some background on Velag's interest in Norgober? Not a typical goblin god, but doable. I don't need an essay, just some idea of how he got into that particular god.

Well, he's got the birthmark trait, which would imply that Norgorber chose him, rather than the opposite.

Which, of course, based on the usual Goblin proclivities would have him more or less wandering aimlessly in terms of trying to figure out exactly who or what was calling him -- especially with the number of lesser deities (barghests) that seem to be the usual for non-Lamashtu-worshipping goblins sort of taking up space when he would try to explore his calling.

He'd probably have been doomed to never quite figure it out (the divine pushes toward sneakery and murder do tend to mesh quite well with a standard goblin personality) -- however, as he would say, "Me eat book once, then me knowed what me had to do."

This gets to the whole and completely-made-up lore of his position as a "word eater" -- someone with a semi-divine role to protect his fellow goblins by "preserving the knowledge" they might have lost by eating the books. Of course, as he learned his trade, he would have learned the preparation ritual for this (which is, in fact, reading the book, though he doesn't realize it - he thinks preparing and eating the book releases the knowledge).

I also figure that this was not a very popular position with the tribe - writing is risky and nobody wants to be near the strange guy who eats them. As such, I imagined that Velag was a 'marginal' member of the tribe at the time, and probably spent a fair amount of time on his own, wandering (especially since he was trying to figure out the call).

So, considering the proximity to Sandpoint, I figured that Velag happened upon (or was led to) a secondary site set up by the Skinsaw cultists (as per Runelords), and there he would have found (for the first time) a site made sacred to Norgorber and a religious text -- which he ate.

When he returned to the Licktoads after that, he was filled with confidence, and so he demanded that the Bookeater be treated with respect, because the gods demanded it (and used his new powers to prove it) -- and so took a stronger position in the tribe.

But yes, since that day, he's known who called him, and has been trying to answer the call -- Velag's personality is such that his worship lies somewhere between Norgorber's aspects as "Father Skinsaw" and the "Grey Master" (which is why I swapped his second trait for Colour Thief) -- he wants to kill in Norgorber's honour, but he's still, at heart, a cowardly goblin, and so he wants to do it from the shadows... and then eat them, since, you know, goblin.